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	<head>

		<title>I Love 秋宝</title>

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	<body>
		<!--背景-->
		<canvas id="sakura" style=" position: absolute ;z-index: 1"></canvas>
		<audio autoplay>
			<source src="./韩安旭 - 多幸运.mp3">
		</audio>
		<div style="position: absolute ;z-index: 9999" id="mainDiv">
			<div id="content">

				<div id="code">
					<span class="comments">憨憨秋宝</span><br />
					<span class="space" /><span class="comments">从认识到了解再到现在,似乎已经经历了三个月了。</span><br />
					<span class="space" /><span class="comments">不过,更合理的来说似乎只有短短一个月的时间。</span><br />
					<span class="space" /><span class="comments">很感谢你来到我的生活,给我带来了快乐与开心。</span><br />
					<span class="keywor" style="color: rgb(5, 175, 175);" />记得那时候,每天去喊着西皮滴滴,<br />
					<span class="space" style="color: rgb(5, 175, 175);" />不过只是口是心非而已。<br />
					<span class="space" style="color: rgb(5, 175, 175);" />人在经历过一段感情后,终究会成长,<br />
					<span class="space" style="color: rgb(5, 175, 175);" />后来我便很少轻易去动心。<br />
					<span class="space" style="color: rgb(5, 175, 175);" />不过,很感谢我徒弟给我的这次机会,让我遇到你,<br />
					<span class="space" style="color: rgb(5, 175, 175);" />也幸亏我没有浪费,把握住了,不然真的要后悔很久了。<br />
					<span class="space" style="color: rgb(5, 175, 175);" />我感觉我的占有欲很强,<br />
					<span class="space" style="color: rgb(5, 175, 175);" />这可能是天蝎男自带的属性加成<br />
					<span class="space" style="color: rgb(5, 175, 175);" />在你眼中我可能表现的很憨,<br />
					<span class="space" style="color: rgb(5, 175, 175);" />当然,这一面也仅仅只有你可以看到;<br />
					<span class="space" style="color: rgb(5, 175, 175);" />在别人眼中我也许是那冷到不可接近。<br />
					<span class="keywor " style="color: #3366cc">相处了一个月的时间,我可能真的已经动心了。<br />
						<span class=" space" style="color: #3366cc" />虽然结果似乎我已经猜到了,<br />
						<span class="space" style="color: #3366cc" />不过我依旧会坚持下去的,<br />
						<span class="space" style="color: #3366cc" />去认真的对待这一段感情<br />
						<span class="space" style="color: #3366cc" />只希望她不会轻易碎裂...<br />
						<span class="space" style="color: #3366cc" />后面有惊喜,看完后点<a
							href="http://an-com.gitee.io/an-qiu-bao/">我</a><br />
				</div>

				<div id="loveHeart">
					<canvas id="garden"></canvas>
					<div id="words">
						<div id="messages">
							秋宝,I LOVE YOU！
							<div id="elapseClock"></div>
						</div>
						<div id="loveu">
							Love u forever and ever.<br />
							<div class="signature">- An</div>
						</div>
					</div>
				</div>
			</div>

		</div>


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		<script id="sakura_point_vsh" type="x-shader/x_vertex">

			uniform mat4 uProjection;

uniform mat4 uModelview;

uniform vec3 uResolution;

uniform vec3 uOffset;

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start



attribute vec3 aPosition;

attribute vec3 aEuler;

attribute vec2 aMisc; //x:size, y:fade



varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;



//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;



varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;



void main(void) {

    // Projection is based on vertical angle

    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);

    gl_Position = uProjection * pos;

    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;



    pposition = pos.xyz;

    psize = aMisc.x;

    pdist = length(pos.xyz);

    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);



    vec3 elrsn = sin(aEuler);

    vec3 elrcs = cos(aEuler);

    mat3 rotx = mat3(

        1.0, 0.0, 0.0,

        0.0, elrcs.x, elrsn.x,

        0.0, -elrsn.x, elrcs.x

    );

    mat3 roty = mat3(

        elrcs.y, 0.0, -elrsn.y,

        0.0, 1.0, 0.0,

        elrsn.y, 0.0, elrcs.y

    );

    mat3 rotz = mat3(

        elrcs.z, elrsn.z, 0.0,

        -elrsn.z, elrcs.z, 0.0,

        0.0, 0.0, 1.0

    );

    mat3 rotmat = rotx * roty * rotz;

    normal = rotmat[2];



    mat3 trrotm = mat3(

        rotmat[0][0], rotmat[1][0], rotmat[2][0],

        rotmat[0][1], rotmat[1][1], rotmat[2][1],

        rotmat[0][2], rotmat[1][2], rotmat[2][2]

    );

    normX = trrotm[0];

    normY = trrotm[1];

    normZ = trrotm[2];



    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);



    float tmpdfs = dot(lit, normal);

    if(tmpdfs < 0.0) {

        normal = -normal;

        tmpdfs = dot(lit, normal);

    }

    diffuse = 0.4 + tmpdfs;



    vec3 eyev = normalize(-pos.xyz);

    if(dot(eyev, normal) > 0.0) {

        vec3 hv = normalize(eyev + lit);

        specular = pow(max(dot(hv, normal), 0.0), 20.0);

    }

    else {

        specular = 0.0;

    }



    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);

    rstop = pow(rstop, 0.5);

    //-0.69315 = ln(0.5)

    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));

}

</script>

		<script id="sakura_point_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif



uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius

uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start



const vec3 fadeCol = vec3(0.08, 0.03, 0.06);



varying vec3 pposition;

varying float psize;

varying float palpha;

varying float pdist;



//varying mat3 rotMat;

varying vec3 normX;

varying vec3 normY;

varying vec3 normZ;

varying vec3 normal;



varying float diffuse;

varying float specular;

varying float rstop;

varying float distancefade;



float ellipse(vec2 p, vec2 o, vec2 r) {

    vec2 lp = (p - o) / r;

    return length(lp) - 1.0;

}



void main(void) {

    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;

    vec3 d = vec3(0.0, 0.0, -1.0);

    float nd = normZ.z; //dot(-normZ, d);

    if(abs(nd) < 0.0001) discard;



    float np = dot(normZ, p);

    vec3 tp = p + d * np / nd;

    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));



    //angle = 15 degree

    const float flwrsn = 0.258819045102521;

    const float flwrcs = 0.965925826289068;

    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);

    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;



    float r;

    if(flwrp.x < 0.0) {

        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);

    }

    else {

        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);

    }



    if(r > rstop) discard;



    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);

    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));

    col *= vec3(1.0, grady, grady);

    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));

    col = col * diffuse + specular;



    col = mix(fadeCol, col, distancefade);



    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;

    alpha = smoothstep(0.0, 1.0, alpha) * palpha;



    gl_FragColor = vec4(col * 0.5, alpha);

}

</script>

		<!-- effects -->

		<script id="fx_common_vsh" type="x-shader/x_vertex">

			uniform vec3 uResolution;

attribute vec2 aPosition;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    gl_Position = vec4(aPosition, 0.0, 1.0);

    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

		<script id="bg_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif



uniform vec2 uTimes;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    vec3 col;

    float c;

    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);

    c = exp(-pow(length(tmpv) * 1.8, 2.0));

    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);

    gl_FragColor = vec4(col * 0.5, 1.0);

}

</script>

		<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    vec4 col = texture2D(uSrc, texCoord);

    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);

}

</script>

		<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;

uniform vec4 uBlurDir; //dir(x, y), stride(z, w)



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    vec4 col = texture2D(uSrc, texCoord);

    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);

    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);

    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);

    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);

    gl_FragColor = col / 5.0;

}

</script>

		<!-- effect fragment shader template -->

		<script id="fx_common_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform vec2 uDelta;



varying vec2 texCoord;

varying vec2 screenCoord;



void main(void) {

    gl_FragColor = texture2D(uSrc, texCoord);

}

</script>

		<!-- post processing -->

		<script id="pp_final_vsh" type="x-shader/x_vertex">

			uniform vec3 uResolution;

attribute vec2 aPosition;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    gl_Position = vec4(aPosition, 0.0, 1.0);

    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);

    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);

}

</script>

		<script id="pp_final_fsh" type="x-shader/x_fragment">

			#ifdef GL_ES

//precision mediump float;

precision highp float;

#endif

uniform sampler2D uSrc;

uniform sampler2D uBloom;

uniform vec2 uDelta;

varying vec2 texCoord;

varying vec2 screenCoord;

void main(void) {

    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;

    vec4 bloomcol = texture2D(uBloom, texCoord);

    vec4 col;

    col = srccol + bloomcol * (vec4(1.0) + srccol);

    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);

    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)



    gl_FragColor = vec4(col.rgb, 1.0);

    gl_FragColor.a = 1.0;

}

</script>

	</body>

	<script>
		// Utilities

		var Vector3 = {};

		var Matrix44 = {};

		Vector3.create = function (x, y, z) {

			return {
				'x': x,
				'y': y,
				'z': z
			};

		};

		Vector3.dot = function (v0, v1) {

			return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

		};

		Vector3.cross = function (v, v0, v1) {

			v.x = v0.y * v1.z - v0.z * v1.y;

			v.y = v0.z * v1.x - v0.x * v1.z;

			v.z = v0.x * v1.y - v0.y * v1.x;

		};

		Vector3.normalize = function (v) {

			var l = v.x * v.x + v.y * v.y + v.z * v.z;

			if (l > 0.00001) {

				l = 1.0 / Math.sqrt(l);

				v.x *= l;

				v.y *= l;

				v.z *= l;

			}

		};

		Vector3.arrayForm = function (v) {

			if (v.array) {

				v.array[0] = v.x;

				v.array[1] = v.y;

				v.array[2] = v.z;

			} else {

				v.array = new Float32Array([v.x, v.y, v.z]);

			}

			return v.array;

		};

		Matrix44.createIdentity = function () {

			return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

		};

		Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {

			var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

			var w = h * aspect;



			m[0] = 2.0 * near / w;

			m[1] = 0.0;

			m[2] = 0.0;

			m[3] = 0.0;



			m[4] = 0.0;

			m[5] = 2.0 * near / h;

			m[6] = 0.0;

			m[7] = 0.0;



			m[8] = 0.0;

			m[9] = 0.0;

			m[10] = -(far + near) / (far - near);

			m[11] = -1.0;



			m[12] = 0.0;

			m[13] = 0.0;

			m[14] = -2.0 * far * near / (far - near);

			m[15] = 0.0;

		};

		Matrix44.loadLookAt = function (m, vpos, vlook, vup) {

			var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

			Vector3.normalize(frontv);

			var sidev = Vector3.create(1.0, 0.0, 0.0);

			Vector3.cross(sidev, vup, frontv);

			Vector3.normalize(sidev);

			var topv = Vector3.create(1.0, 0.0, 0.0);

			Vector3.cross(topv, frontv, sidev);

			Vector3.normalize(topv);



			m[0] = sidev.x;

			m[1] = topv.x;

			m[2] = frontv.x;

			m[3] = 0.0;



			m[4] = sidev.y;

			m[5] = topv.y;

			m[6] = frontv.y;

			m[7] = 0.0;



			m[8] = sidev.z;

			m[9] = topv.z;

			m[10] = frontv.z;

			m[11] = 0.0;



			m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

			m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

			m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

			m[15] = 1.0;

		};



		//

		var timeInfo = {

			'start': 0,
			'prev': 0, // Date

			'delta': 0,
			'elapsed': 0 // Number(sec)

		};



		//

		var gl;

		var renderSpec = {

			'width': 0,

			'height': 0,

			'aspect': 1,

			'array': new Float32Array(3),

			'halfWidth': 0,

			'halfHeight': 0,

			'halfArray': new Float32Array(3)

			// and some render targets. see setViewport()

		};

		renderSpec.setSize = function (w, h) {

			renderSpec.width = w;

			renderSpec.height = h;

			renderSpec.aspect = renderSpec.width / renderSpec.height;

			renderSpec.array[0] = renderSpec.width;

			renderSpec.array[1] = renderSpec.height;

			renderSpec.array[2] = renderSpec.aspect;



			renderSpec.halfWidth = Math.floor(w / 2);

			renderSpec.halfHeight = Math.floor(h / 2);

			renderSpec.halfArray[0] = renderSpec.halfWidth;

			renderSpec.halfArray[1] = renderSpec.halfHeight;

			renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

		};



		function deleteRenderTarget(rt) {

			gl.deleteFramebuffer(rt.frameBuffer);

			gl.deleteRenderbuffer(rt.renderBuffer);

			gl.deleteTexture(rt.texture);

		}



		function createRenderTarget(w, h) {

			var ret = {

				'width': w,

				'height': h,

				'sizeArray': new Float32Array([w, h, w / h]),

				'dtxArray': new Float32Array([1.0 / w, 1.0 / h])

			};

			ret.frameBuffer = gl.createFramebuffer();

			ret.renderBuffer = gl.createRenderbuffer();

			ret.texture = gl.createTexture();



			gl.bindTexture(gl.TEXTURE_2D, ret.texture);

			gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);



			gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

			gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);



			gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

			gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

			gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);



			gl.bindTexture(gl.TEXTURE_2D, null);

			gl.bindRenderbuffer(gl.RENDERBUFFER, null);

			gl.bindFramebuffer(gl.FRAMEBUFFER, null);



			return ret;

		}



		function compileShader(shtype, shsrc) {

			var retsh = gl.createShader(shtype);



			gl.shaderSource(retsh, shsrc);

			gl.compileShader(retsh);



			if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

				var errlog = gl.getShaderInfoLog(retsh);

				gl.deleteShader(retsh);

				console.error(errlog);

				return null;

			}

			return retsh;

		}



		function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

			var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

			var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);



			if (vsh == null || fsh == null) {

				return null;

			}



			var prog = gl.createProgram();

			gl.attachShader(prog, vsh);

			gl.attachShader(prog, fsh);



			gl.deleteShader(vsh);

			gl.deleteShader(fsh);



			gl.linkProgram(prog);

			if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

				var errlog = gl.getProgramInfoLog(prog);

				console.error(errlog);

				return null;

			}



			if (uniformlist) {

				prog.uniforms = {};

				for (var i = 0; i < uniformlist.length; i++) {

					prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

				}

			}



			if (attrlist) {

				prog.attributes = {};

				for (var i = 0; i < attrlist.length; i++) {

					var attr = attrlist[i];

					prog.attributes[attr] = gl.getAttribLocation(prog, attr);

				}

			}



			return prog;

		}



		function useShader(prog) {

			gl.useProgram(prog);

			for (var attr in prog.attributes) {

				gl.enableVertexAttribArray(prog.attributes[attr]);;

			}

		}



		function unuseShader(prog) {

			for (var attr in prog.attributes) {

				gl.disableVertexAttribArray(prog.attributes[attr]);;

			}

			gl.useProgram(null);

		}



		/////

		var projection = {

			'angle': 60,

			'nearfar': new Float32Array([0.1, 100.0]),

			'matrix': Matrix44.createIdentity()

		};

		var camera = {

			'position': Vector3.create(0, 0, 100),

			'lookat': Vector3.create(0, 0, 0),

			'up': Vector3.create(0, 1, 0),

			'dof': Vector3.create(10.0, 4.0, 8.0),

			'matrix': Matrix44.createIdentity()

		};



		var pointFlower = {};

		var meshFlower = {};

		var sceneStandBy = false;



		var BlossomParticle = function () {

			this.velocity = new Array(3);

			this.rotation = new Array(3);

			this.position = new Array(3);

			this.euler = new Array(3);

			this.size = 1.0;

			this.alpha = 1.0;

			this.zkey = 0.0;

		};



		BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

			this.velocity[0] = vx;

			this.velocity[1] = vy;

			this.velocity[2] = vz;

		};



		BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

			this.rotation[0] = rx;

			this.rotation[1] = ry;

			this.rotation[2] = rz;

		};



		BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

			this.position[0] = nx;

			this.position[1] = ny;

			this.position[2] = nz;

		};



		BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

			this.euler[0] = rx;

			this.euler[1] = ry;

			this.euler[2] = rz;

		};



		BlossomParticle.prototype.setSize = function (s) {

			this.size = s;

		};



		BlossomParticle.prototype.update = function (dt, et) {

			this.position[0] += this.velocity[0] * dt;

			this.position[1] += this.velocity[1] * dt;

			this.position[2] += this.velocity[2] * dt;



			this.euler[0] += this.rotation[0] * dt;

			this.euler[1] += this.rotation[1] * dt;

			this.euler[2] += this.rotation[2] * dt;

		};



		function createPointFlowers() {

			// get point sizes

			var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

			renderSpec.pointSize = {
				'min': prm[0],
				'max': prm[1]
			};



			var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

			var frgsrc = document.getElementById("sakura_point_fsh").textContent;



			pointFlower.program = createShader(

				vtxsrc, frgsrc,

				['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

				['aPosition', 'aEuler', 'aMisc']

			);



			useShader(pointFlower.program);

			pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

			pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);



			// paramerters: velocity[3], rotate[3]

			pointFlower.numFlowers = 1600;

			pointFlower.particles = new Array(pointFlower.numFlowers);

			// vertex attributes {position[3], euler_xyz[3], size[1]}

			pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

			pointFlower.positionArrayOffset = 0;

			pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

			pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;



			pointFlower.buffer = gl.createBuffer();

			gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

			gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

			gl.bindBuffer(gl.ARRAY_BUFFER, null);



			unuseShader(pointFlower.program);



			for (var i = 0; i < pointFlower.numFlowers; i++) {

				pointFlower.particles[i] = new BlossomParticle();

			}

		}



		function initPointFlowers() {

			//area

			pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

			pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;



			pointFlower.fader.x = 10.0; //env fade start

			pointFlower.fader.y = pointFlower.area.z; //env fade half

			pointFlower.fader.z = 0.1; //near fade start



			//particles

			var PI2 = Math.PI * 2.0;

			var tmpv3 = Vector3.create(0, 0, 0);

			var tmpv = 0;

			var symmetryrand = function () {
				return (Math.random() * 2.0 - 1.0);
			};

			for (var i = 0; i < pointFlower.numFlowers; i++) {

				var tmpprtcl = pointFlower.particles[i];



				//velocity

				tmpv3.x = symmetryrand() * 0.3 + 0.8;

				tmpv3.y = symmetryrand() * 0.2 - 1.0;

				tmpv3.z = symmetryrand() * 0.3 + 0.5;

				Vector3.normalize(tmpv3);

				tmpv = 2.0 + Math.random() * 1.0;

				tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);



				//rotation

				tmpprtcl.setRotation(

					symmetryrand() * PI2 * 0.5,

					symmetryrand() * PI2 * 0.5,

					symmetryrand() * PI2 * 0.5

				);



				//position

				tmpprtcl.setPosition(

					symmetryrand() * pointFlower.area.x,

					symmetryrand() * pointFlower.area.y,

					symmetryrand() * pointFlower.area.z

				);



				//euler

				tmpprtcl.setEulerAngles(

					Math.random() * Math.PI * 2.0,

					Math.random() * Math.PI * 2.0,

					Math.random() * Math.PI * 2.0

				);



				//size

				tmpprtcl.setSize(0.9 + Math.random() * 0.1);

			}

		}



		function renderPointFlowers() {

			//update

			var PI2 = Math.PI * 2.0;

			var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

			var repeatPos = function (prt, cmp, limit) {

				if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

					//out of area

					if (prt.position[cmp] > 0) {

						prt.position[cmp] -= limit * 2.0;

					} else {

						prt.position[cmp] += limit * 2.0;

					}

				}

			};

			var repeatEuler = function (prt, cmp) {

				prt.euler[cmp] = prt.euler[cmp] % PI2;

				if (prt.euler[cmp] < 0.0) {

					prt.euler[cmp] += PI2;

				}

			};



			for (var i = 0; i < pointFlower.numFlowers; i++) {

				var prtcl = pointFlower.particles[i];

				prtcl.update(timeInfo.delta, timeInfo.elapsed);

				repeatPos(prtcl, 0, pointFlower.area.x);

				repeatPos(prtcl, 1, pointFlower.area.y);

				repeatPos(prtcl, 2, pointFlower.area.z);

				repeatEuler(prtcl, 0);

				repeatEuler(prtcl, 1);

				repeatEuler(prtcl, 2);



				prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;



				prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

					+
					camera.matrix[6] * prtcl.position[1]

					+
					camera.matrix[10] * prtcl.position[2]

					+
					camera.matrix[14]);

			}



			// sort

			pointFlower.particles.sort(function (p0, p1) {
				return p0.zkey - p1.zkey;
			});



			// update data

			var ipos = pointFlower.positionArrayOffset;

			var ieuler = pointFlower.eulerArrayOffset;

			var imisc = pointFlower.miscArrayOffset;

			for (var i = 0; i < pointFlower.numFlowers; i++) {

				var prtcl = pointFlower.particles[i];

				pointFlower.dataArray[ipos] = prtcl.position[0];

				pointFlower.dataArray[ipos + 1] = prtcl.position[1];

				pointFlower.dataArray[ipos + 2] = prtcl.position[2];

				ipos += 3;

				pointFlower.dataArray[ieuler] = prtcl.euler[0];

				pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

				pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

				ieuler += 3;

				pointFlower.dataArray[imisc] = prtcl.size;

				pointFlower.dataArray[imisc + 1] = prtcl.alpha;

				imisc += 2;

			}



			//draw

			gl.enable(gl.BLEND);

			//gl.disable(gl.DEPTH_TEST);

			gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);



			var prog = pointFlower.program;

			useShader(prog);



			gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

			gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

			gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

			gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

			gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));



			gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

			gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);



			gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset *
				Float32Array.BYTES_PER_ELEMENT);

			gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array
				.BYTES_PER_ELEMENT);

			gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array
				.BYTES_PER_ELEMENT);



			// doubler

			for (var i = 1; i < 2; i++) {

				var zpos = i * -2.0;

				pointFlower.offset[0] = pointFlower.area.x * -1.0;

				pointFlower.offset[1] = pointFlower.area.y * -1.0;

				pointFlower.offset[2] = pointFlower.area.z * zpos;

				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



				pointFlower.offset[0] = pointFlower.area.x * -1.0;

				pointFlower.offset[1] = pointFlower.area.y * 1.0;

				pointFlower.offset[2] = pointFlower.area.z * zpos;

				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



				pointFlower.offset[0] = pointFlower.area.x * 1.0;

				pointFlower.offset[1] = pointFlower.area.y * -1.0;

				pointFlower.offset[2] = pointFlower.area.z * zpos;

				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



				pointFlower.offset[0] = pointFlower.area.x * 1.0;

				pointFlower.offset[1] = pointFlower.area.y * 1.0;

				pointFlower.offset[2] = pointFlower.area.z * zpos;

				gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

				gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

			}



			//main

			pointFlower.offset[0] = 0.0;

			pointFlower.offset[1] = 0.0;

			pointFlower.offset[2] = 0.0;

			gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

			gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



			gl.bindBuffer(gl.ARRAY_BUFFER, null);

			unuseShader(prog);



			gl.enable(gl.DEPTH_TEST);

			gl.disable(gl.BLEND);

		}



		// effects

		//common util

		function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

			var ret = {};

			var unifs = ['uResolution', 'uSrc', 'uDelta'];

			if (exunifs) {

				unifs = unifs.concat(exunifs);

			}

			var attrs = ['aPosition'];

			if (exattrs) {

				attrs = attrs.concat(exattrs);

			}



			ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

			useShader(ret.program);



			ret.dataArray = new Float32Array([

				-1.0, -1.0,

				1.0, -1.0,

				-1.0, 1.0,

				1.0, 1.0

			]);

			ret.buffer = gl.createBuffer();

			gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

			gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);



			gl.bindBuffer(gl.ARRAY_BUFFER, null);

			unuseShader(ret.program);



			return ret;

		}



		// basic usage

		// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

		// gl.uniform**(...); //additional uniforms

		// drawEffect()

		// unuseEffect(prog)

		// TEXTURE0 makes src

		function useEffect(fxobj, srctex) {

			var prog = fxobj.program;

			useShader(prog);

			gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);



			if (srctex != null) {

				gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

				gl.uniform1i(prog.uniforms.uSrc, 0);



				gl.activeTexture(gl.TEXTURE0);

				gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

			}

		}

		function drawEffect(fxobj) {

			gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

			gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

			gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

		}

		function unuseEffect(fxobj) {

			unuseShader(fxobj.program);

		}



		var effectLib = {};

		function createEffectLib() {



			var vtxsrc, frgsrc;

			//common

			var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;



			//background

			frgsrc = document.getElementById("bg_fsh").textContent;

			effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);



			// make brightpixels buffer

			frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

			effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);



			// direction blur

			frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

			effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);



			//final composite

			vtxsrc = document.getElementById("pp_final_vsh").textContent;

			frgsrc = document.getElementById("pp_final_fsh").textContent;

			effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

		}



		// background

		function createBackground() {

			//console.log("create background");

		}

		function initBackground() {

			//console.log("init background");

		}

		function renderBackground() {

			gl.disable(gl.DEPTH_TEST);



			useEffect(effectLib.sceneBg, null);

			gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

			drawEffect(effectLib.sceneBg);

			unuseEffect(effectLib.sceneBg);



			gl.enable(gl.DEPTH_TEST);

		}



		// post process

		var postProcess = {};

		function createPostProcess() {

			//console.log("create post process");

		}

		function initPostProcess() {

			//console.log("init post process");

		}



		function renderPostProcess() {

			gl.enable(gl.TEXTURE_2D);

			gl.disable(gl.DEPTH_TEST);

			var bindRT = function (rt, isclear) {

				gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

				gl.viewport(0, 0, rt.width, rt.height);

				if (isclear) {

					gl.clearColor(0, 0, 0, 0);

					gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

				}

			};



			//make bright buff

			bindRT(renderSpec.wHalfRT0, true);

			useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

			drawEffect(effectLib.mkBrightBuf);

			unuseEffect(effectLib.mkBrightBuf);



			// make bloom

			for (var i = 0; i < 2; i++) {

				var p = 1.5 + 1 * i;

				var s = 2.0 + 1 * i;

				bindRT(renderSpec.wHalfRT1, true);

				useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

				gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

				drawEffect(effectLib.dirBlur);

				unuseEffect(effectLib.dirBlur);



				bindRT(renderSpec.wHalfRT0, true);

				useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

				gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

				drawEffect(effectLib.dirBlur);

				unuseEffect(effectLib.dirBlur);

			}



			//display

			gl.bindFramebuffer(gl.FRAMEBUFFER, null);

			gl.viewport(0, 0, renderSpec.width, renderSpec.height);

			gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



			useEffect(effectLib.finalComp, renderSpec.mainRT);

			gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

			gl.activeTexture(gl.TEXTURE1);

			gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

			drawEffect(effectLib.finalComp);

			unuseEffect(effectLib.finalComp);



			gl.enable(gl.DEPTH_TEST);

		}



		/////

		var SceneEnv = {};

		function createScene() {

			createEffectLib();

			createBackground();

			createPointFlowers();

			createPostProcess();

			sceneStandBy = true;

		}



		function initScene() {

			initBackground();

			initPointFlowers();

			initPostProcess();



			//camera.position.z = 17.320508;

			camera.position.z = pointFlower.area.z + projection.nearfar[0];

			projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

			Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection
				.nearfar[1]);

		}



		function renderScene() {

			//draw

			Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);



			gl.enable(gl.DEPTH_TEST);



			//gl.bindFramebuffer(gl.FRAMEBUFFER, null);

			gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

			gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

			gl.clearColor(0.005, 0, 0.05, 0);

			gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



			renderBackground();

			renderPointFlowers();

			renderPostProcess();

		}



		/////

		function onResize(e) {

			makeCanvasFullScreen(document.getElementById("sakura"));

			setViewports();

			if (sceneStandBy) {

				initScene();

			}

		}



		function setViewports() {

			renderSpec.setSize(gl.canvas.width, gl.canvas.height);



			gl.clearColor(0.2, 0.2, 0.5, 1.0);

			gl.viewport(0, 0, renderSpec.width, renderSpec.height);



			var rtfunc = function (rtname, rtw, rth) {

				var rt = renderSpec[rtname];

				if (rt) deleteRenderTarget(rt);

				renderSpec[rtname] = createRenderTarget(rtw, rth);

			};

			rtfunc('mainRT', renderSpec.width, renderSpec.height);

			rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

			rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

			rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

			rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

		}



		function render() {

			renderScene();

		}



		var animating = true;

		function toggleAnimation(elm) {

			animating ^= true;

			if (animating) animate();

			if (elm) {

				elm.innerHTML = animating ? "Stop" : "Start";

			}

		}



		function stepAnimation() {

			if (!animating) animate();

		}



		function animate() {

			var curdate = new Date();

			timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

			timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

			timeInfo.prev = curdate;



			if (animating) requestAnimationFrame(animate);

			render();

		}



		function makeCanvasFullScreen(canvas) {

			var b = document.body;

			var d = document.documentElement;

			fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);

			fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);

			canvas.width = fullw;

			canvas.height = fullh;

		}



		window.addEventListener('load', function (e) {

			var canvas = document.getElementById("sakura");

			try {

				makeCanvasFullScreen(canvas);

				gl = canvas.getContext('experimental-webgl');

			} catch (e) {

				alert("WebGL not supported." + e);

				console.error(e);

				return;

			}



			window.addEventListener('resize', onResize);



			setViewports();

			createScene();

			initScene();



			timeInfo.start = new Date();

			timeInfo.prev = timeInfo.start;

			animate();

		});



		//set window.requestAnimationFrame

		(function (w, r) {

			w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) {
				w.setTimeout(c, 1000 / 60);
			};

		})(window, 'equestAnimationFrame');
	</script>

	</body>

	</html>